Six month ago guys from Hologryph approached me with proposal to work with them on a game for Tiny Build. I did have some knowledge about the project already, because of my friend who has already been a part of a team. Turned out the game idea was interesting and

Today I witnessed how design of the programming language can force you to produce less performant software. On my current project I am working with C# and Unity, programming cool multiplayer game for PC. My task was to handle push message from remote server and update list of containers with

Does virtual function works slower than regular function in C++? Let's see. Some test code: Results: Apparently the answer is yes, it works slower. When user marks function as virtual, C++ compiler adds pointer to virtual table (array of function pointers to resolve inheritance hierarchy and polymorphic behaviours). Some processing

So, I usually work together with an artist, who draws all the artwork for games we build. He is very good at what he does. I definitely like Eugene's style, approach, work ethics. Brilliant person! Take a look at few of his 2d concepts and 3d models. Currently we mostly

Hello there, At the beginning, we should say, that full collision detection implementation consists of two parts: broad-space and narrow-space detections. Broad-space: detection of objects in space which could potentially collide. So we don't need to calculate each x each collisions, which is very inefficient. Narrow-phase: determine where exactly our